Games and Gamification in Professional and Technological Education: Planning for a Surveying Postsecondary Education Course

Detalhes bibliográficos
Autor(a) principal: Tinoco Santos, Patrícia
Data de Publicação: 2022
Outros Autores: da Cruz Gandara, Lemuel
Tipo de documento: Artigo
Idioma: por
Título da fonte: Tear: Revista de Educação Ciência e Tecnologia
Texto Completo: https://periodicos.ifrs.edu.br/index.php/tear/article/view/5701
Resumo: Abstract: Students are subjects with social practices, who live in a particular social and cultural group, and who are influenced by these factors in their ability to learn, in their values ??and attitudes, in their language and in their motivations. Considering these issues, teachers need to assess the adequacy of curricula and methodologies used in the classroom. The general objective of such study is to investigate, through Games and Gamification, new ways of teaching Surveying, with a view to providing the practical application of the contents and also encouraging students to be protagonists in the teaching and learning process. To this end, a “Treasure Hunting Game” was developed using Digital Information and Communication Technologies (TDICs) tools, mediated and registered in the Moodle (Modular Object-Oriented Dynamic Learning Environment), and a Geographic Information System (SIG) OnLine to present theoretical content and to carry out practical activities. The structuring of the Gamification of the contents of two subjects that make up the curriculum of the course under study was also thought of. The proposal proved to be viable and relevant, however, when using TDICs, and also considering the audience served in subsequent education, it is necessary to assess whether the use of such technologies may in some way lead to the exclusion of students. For further studies, the application of other methodological resources in the surveying course is suggested. Keywords: Protagonists. Learning. Technologies. Resources.
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spelling Games and Gamification in Professional and Technological Education: Planning for a Surveying Postsecondary Education CourseJogos e gamificação na educação profissional e tecnológica: planificação para um curso de agrimensura subsequente ao ensino médioAbstract: Students are subjects with social practices, who live in a particular social and cultural group, and who are influenced by these factors in their ability to learn, in their values ??and attitudes, in their language and in their motivations. Considering these issues, teachers need to assess the adequacy of curricula and methodologies used in the classroom. The general objective of such study is to investigate, through Games and Gamification, new ways of teaching Surveying, with a view to providing the practical application of the contents and also encouraging students to be protagonists in the teaching and learning process. To this end, a “Treasure Hunting Game” was developed using Digital Information and Communication Technologies (TDICs) tools, mediated and registered in the Moodle (Modular Object-Oriented Dynamic Learning Environment), and a Geographic Information System (SIG) OnLine to present theoretical content and to carry out practical activities. The structuring of the Gamification of the contents of two subjects that make up the curriculum of the course under study was also thought of. The proposal proved to be viable and relevant, however, when using TDICs, and also considering the audience served in subsequent education, it is necessary to assess whether the use of such technologies may in some way lead to the exclusion of students. For further studies, the application of other methodological resources in the surveying course is suggested. Keywords: Protagonists. Learning. Technologies. Resources.Resumo: Os estudantes são sujeitos portadores de práticas sociais que vivem em um determinado grupo sociocultural. Eles são influenciados por esses fatores em sua capacidade de aprender, em seus valores e atitudes, em sua linguagem e em suas motivações. Considerando tais questões, os docentes precisam avaliar a adequação dos currículos e das metodologias empregadas em sala de aula. O objetivo geral de tal estudo consiste em investigar novas formas de ensinar Agrimensura por meio dos Jogos e da Gamificação, com vistas a proporcionar a aplicação prática dos conteúdos e também a estimular os estudantes a serem protagonistas do processo de ensino e aprendizagem. Para tal, foi desenvolvido um “Jogo de Caça ao Tesouro” utilizando ferramentas de Tecnologias Digitais da Informação e da Comunicação (TDICs) – mediadas e registradas no Moodle (Ambiente de Aprendizado Modular Orientado ao Objeto) – e um Sistema de Informação Geográfica (SIG) OnLine para apresentação de conteúdos teóricos e para a realização de atividades práticas. Também foi pensada a estruturação da Gamificação dos conteúdos de duas disciplinas que integram a matriz curricular do curso em estudo. A proposta mostrou-se viável e pertinente, entretanto, quando da utilização das TDICs, e considerando também o público atendido no ensino subsequente, é preciso avaliar se o uso de tais tecnologias poderá ocasionar de alguma forma a exclusão dos estudantes. Para novos estudos, sugere-se a aplicação de outros recursos metodológicos no curso de Agrimensura. Palavras-chave: Protagonistas. Aprendizagem. Tecnologias. Recursos.Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul2022-06-30info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.ifrs.edu.br/index.php/tear/article/view/570110.35819/tear.v11.n1.a5701#Tear: Journal of Education, Science and Technology; Vol. 11 No. 1 (2022): Creative Learning: Possibilities and Potentials for Education#Tear Revista de Educación, Ciencia y Tecnología; Vol. 11 Núm. 1 (2022): Aprendizaje Creativo: posibilidades y potencialidades para la Educación#Tear: Revista de Educação, Ciência e Tecnologia; v. 11 n. 1 (2022): APRENDIZAGEM CRIATIVA: POSSIBILIDADES E POTENCIALIDADES PARA A EDUCAÇÃO2238-807910.35819/tear.v11.n1reponame:Tear: Revista de Educação Ciência e Tecnologiainstname:Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul (IFRS)instacron:IFRSporhttps://periodicos.ifrs.edu.br/index.php/tear/article/view/5701/3140Copyright (c) 2022 #Tear: Revista de Educação, Ciência e Tecnologiainfo:eu-repo/semantics/openAccess Tinoco Santos, Patríciada Cruz Gandara, Lemuel 2022-07-02T00:15:51Zoai:ojs2.periodicos.ifrs.edu.br:article/5701Revistahttps://periodicos.ifrs.edu.br/index.php/tearPUBhttps://periodicos.ifrs.edu.br/index.php/tear/oai||tear@canoas.ifrs.edu.br2238-80792238-8079opendoar:2022-07-02T00:15:51Tear: Revista de Educação Ciência e Tecnologia - Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul (IFRS)false
dc.title.none.fl_str_mv Games and Gamification in Professional and Technological Education: Planning for a Surveying Postsecondary Education Course
Jogos e gamificação na educação profissional e tecnológica: planificação para um curso de agrimensura subsequente ao ensino médio
title Games and Gamification in Professional and Technological Education: Planning for a Surveying Postsecondary Education Course
spellingShingle Games and Gamification in Professional and Technological Education: Planning for a Surveying Postsecondary Education Course
Tinoco Santos, Patrícia
title_short Games and Gamification in Professional and Technological Education: Planning for a Surveying Postsecondary Education Course
title_full Games and Gamification in Professional and Technological Education: Planning for a Surveying Postsecondary Education Course
title_fullStr Games and Gamification in Professional and Technological Education: Planning for a Surveying Postsecondary Education Course
title_full_unstemmed Games and Gamification in Professional and Technological Education: Planning for a Surveying Postsecondary Education Course
title_sort Games and Gamification in Professional and Technological Education: Planning for a Surveying Postsecondary Education Course
author Tinoco Santos, Patrícia
author_facet Tinoco Santos, Patrícia
da Cruz Gandara, Lemuel
author_role author
author2 da Cruz Gandara, Lemuel
author2_role author
dc.contributor.author.fl_str_mv Tinoco Santos, Patrícia
da Cruz Gandara, Lemuel
description Abstract: Students are subjects with social practices, who live in a particular social and cultural group, and who are influenced by these factors in their ability to learn, in their values ??and attitudes, in their language and in their motivations. Considering these issues, teachers need to assess the adequacy of curricula and methodologies used in the classroom. The general objective of such study is to investigate, through Games and Gamification, new ways of teaching Surveying, with a view to providing the practical application of the contents and also encouraging students to be protagonists in the teaching and learning process. To this end, a “Treasure Hunting Game” was developed using Digital Information and Communication Technologies (TDICs) tools, mediated and registered in the Moodle (Modular Object-Oriented Dynamic Learning Environment), and a Geographic Information System (SIG) OnLine to present theoretical content and to carry out practical activities. The structuring of the Gamification of the contents of two subjects that make up the curriculum of the course under study was also thought of. The proposal proved to be viable and relevant, however, when using TDICs, and also considering the audience served in subsequent education, it is necessary to assess whether the use of such technologies may in some way lead to the exclusion of students. For further studies, the application of other methodological resources in the surveying course is suggested. Keywords: Protagonists. Learning. Technologies. Resources.
publishDate 2022
dc.date.none.fl_str_mv 2022-06-30
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url https://periodicos.ifrs.edu.br/index.php/tear/article/view/5701
identifier_str_mv 10.35819/tear.v11.n1.a5701
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dc.relation.none.fl_str_mv https://periodicos.ifrs.edu.br/index.php/tear/article/view/5701/3140
dc.rights.driver.fl_str_mv Copyright (c) 2022 #Tear: Revista de Educação, Ciência e Tecnologia
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2022 #Tear: Revista de Educação, Ciência e Tecnologia
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dc.publisher.none.fl_str_mv Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul
publisher.none.fl_str_mv Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul
dc.source.none.fl_str_mv #Tear: Journal of Education, Science and Technology; Vol. 11 No. 1 (2022): Creative Learning: Possibilities and Potentials for Education
#Tear Revista de Educación, Ciencia y Tecnología; Vol. 11 Núm. 1 (2022): Aprendizaje Creativo: posibilidades y potencialidades para la Educación
#Tear: Revista de Educação, Ciência e Tecnologia; v. 11 n. 1 (2022): APRENDIZAGEM CRIATIVA: POSSIBILIDADES E POTENCIALIDADES PARA A EDUCAÇÃO
2238-8079
10.35819/tear.v11.n1
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